Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//
//=============================================================================
#include "cbase.h"
#include "tf_player.h"
#include "tf_gamerules.h"
#include "tf_team.h"
#include "nav_mesh/tf_nav_area.h"
#include "NextBot/Path/NextBotChasePath.h"
#include "particle_parse.h"
#include "zombie.h"
#include "zombie_behavior/zombie_spawn.h"
#include "halloween/tf_weapon_spellbook.h"
#define SKELETON_MODEL "models/bots/skeleton_sniper/skeleton_sniper.mdl"
#define SKELETON_KING_MODEL "models/bots/skeleton_sniper_boss/skeleton_sniper_boss.mdl"
#define SKELETON_KING_CROWN_MODEL "models/player/items/demo/crown.mdl"
ConVar tf_max_active_zombie( "tf_max_active_zombie", "30", FCVAR_CHEAT );
#ifdef STAGING_ONLY
ConVar tf_halloween_skeleton_test_hat( "tf_halloween_skeleton_test_hat", "-1", FCVAR_CHEAT );
#endif // STAGING_ONLY
//-----------------------------------------------------------------------------------------------------
// NPC Zombie versions of the players
//-----------------------------------------------------------------------------------------------------
LINK_ENTITY_TO_CLASS( tf_zombie, CZombie );
IMPLEMENT_SERVERCLASS_ST( CZombie, DT_Zombie )
SendPropFloat( SENDINFO( m_flHeadScale ) ),
END_SEND_TABLE()
IMPLEMENT_AUTO_LIST( IZombieAutoList );
static const char *s_skeletonHatModels[] =
{
"models/player/items/all_class/skull_scout.mdl",
"models/workshop/player/items/scout/hw2013_boston_bandy_mask/hw2013_boston_bandy_mask.mdl",
"models/workshop/player/items/demo/hw2013_blackguards_bicorn/hw2013_blackguards_bicorn.mdl",
"models/player/items/heavy/heavy_big_chief.mdl",
};
//-----------------------------------------------------------------------------------------------------
CZombie::CZombie()
{
m_intention = new CZombieIntention( this );
m_locomotor = new CZombieLocomotion( this );
m_body = new CHeadlessHatmanBody( this );
m_nType = SKELETON_NORMAL;
m_flHeadScale = 1.f;
m_flAttackRange = 50.f;
m_flAttackDamage = 30.f;
m_bSpy = false;
m_bForceSuicide = false;
}
//-----------------------------------------------------------------------------------------------------
CZombie::~CZombie()
{
if ( m_intention )
delete m_intention;
if ( m_locomotor )
delete m_locomotor;
if ( m_body )
delete m_body;
}
void CZombie::PrecacheZombie()
{
/*PrecacheModel( "models/player/items/scout/scout_zombie.mdl" );
PrecacheModel( "models/player/items/sniper/sniper_zombie.mdl" );
PrecacheModel( "models/player/items/soldier/soldier_zombie.mdl" );
PrecacheModel( "models/player/items/demo/demo_zombie.mdl" );
PrecacheModel( "models/player/items/medic/medic_zombie.mdl" );
PrecacheModel( "models/player/items/heavy/heavy_zombie.mdl" );
PrecacheModel( "models/player/items/pyro/pyro_zombie.mdl" );
PrecacheModel( "models/player/items/spy/spy_zombie.mdl" );
PrecacheModel( "models/player/items/engineer/engineer_zombie.mdl" );*/
int nSkeletonModel = PrecacheModel( SKELETON_MODEL );
PrecacheGibsForModel( nSkeletonModel );
int nSkeletonKingModel = PrecacheModel( SKELETON_KING_MODEL );
PrecacheGibsForModel( nSkeletonKingModel );
PrecacheModel( SKELETON_KING_CROWN_MODEL );
if( TFGameRules()->GetHalloweenScenario() == CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY )
{
for ( int i=0; i<ARRAYSIZE( s_skeletonHatModels ) ; ++i )
{
PrecacheModel( s_skeletonHatModels[i] );
}
}
PrecacheParticleSystem( "bomibomicon_ring" );
PrecacheParticleSystem( "spell_pumpkin_mirv_goop_red" );
PrecacheParticleSystem( "spell_pumpkin_mirv_goop_blue" );
PrecacheParticleSystem( "spell_skeleton_goop_green" );
PrecacheScriptSound( "Halloween.skeleton_break" );
PrecacheScriptSound( "Halloween.skeleton_laugh_small" );
PrecacheScriptSound( "Halloween.skeleton_laugh_medium" );
PrecacheScriptSound( "Halloween.skeleton_laugh_giant" );
}
//-----------------------------------------------------------------------------------------------------
void CZombie::Precache()
{
BaseClass::Precache();
// These are player models which are already precached...
bool bAllowPrecache = CBaseEntity::IsPrecacheAllowed();
CBaseEntity::SetAllowPrecache( true );
PrecacheZombie();
CBaseEntity::SetAllowPrecache( bAllowPrecache );
}
//-----------------------------------------------------------------------------------------------------
void CZombie::Spawn( void )
{
Precache();
/*int which = RandomInt( TF_CLASS_SCOUT, TF_CLASS_ENGINEER );
const char *name = g_aRawPlayerClassNamesShort[ which ];
if ( FStrEq( name, "spy" ) )
{
m_bSpy = true;
}*/
//SetModel( CFmtStr( "models/player/%s.mdl", name ) );
SetModel( SKELETON_MODEL );
BaseClass::Spawn();
const int health = 50;
SetHealth( health );
SetMaxHealth( health );
AddFlag( FL_NPC );
QAngle qAngle = vec3_angle;
qAngle[YAW] = RandomFloat( 0, 360 );
SetAbsAngles( qAngle );
// Spawn Pos
GetBodyInterface()->StartActivity( ACT_TRANSITION );
//int iSkinIndex = GetTeamNumber() == TF_TEAM_RED ? 0 : 1;
//m_zombieParts = (CBaseAnimating *)CreateEntityByName( "prop_dynamic" );
//if ( m_zombieParts )
//{
// m_zombieParts->SetModel( CFmtStr( "models/player/items/%s/%s_zombie.mdl", name, name ) );
// m_zombieParts->m_nSkin = iSkinIndex;
// // bonemerge into our model
// m_zombieParts->FollowEntity( this, true );
//}
//if ( m_bSpy )
//{
// // Spy has a bunch of extra skins used to adjust the mask
// iSkinIndex += 22;
//}
//else
//{
// // 4: red zombie
// // 5: blue zombie
// // 6: red zombie invuln
// // 7: blue zombie invuln
// iSkinIndex += 4;
//}
switch ( GetTeamNumber() )
{
case TF_TEAM_RED:
m_nSkin = 0;
break;
case TF_TEAM_BLUE:
m_nSkin = 1;
break;
default:
{
m_nSkin = 2;
// make sure I'm on TF_TEAM_HALLOWEEN
ChangeTeam( TF_TEAM_HALLOWEEN );
}
}
// force kill oldest skeletons in the level (except skeleton king) to keep the number of skeletons under the max active
int nForceKill = IZombieAutoList::AutoList().Count() - tf_max_active_zombie.GetInt();
for ( int i=0; i<IZombieAutoList::AutoList().Count() && nForceKill > 0; ++i )
{
CZombie *pZombie = static_cast< CZombie* >( IZombieAutoList::AutoList()[i] );
if ( pZombie->GetSkeletonType() != SKELETON_KING )
{
pZombie->ForceSuicide();
nForceKill--;
}
}
Assert( nForceKill <= 0 );
}
//-----------------------------------------------------------------------------------------------------
int CZombie::OnTakeDamage_Alive( const CTakeDamageInfo &info )
{
if ( info.GetAttacker() && info.GetAttacker()->GetTeamNumber() == GetTeamNumber() )
return 0;
if ( !IsPlayingGesture( ACT_MP_GESTURE_FLINCH_CHEST ) )
{
AddGesture( ACT_MP_GESTURE_FLINCH_CHEST );
}
const char* pszEffectName;
if ( GetTeamNumber() == TF_TEAM_HALLOWEEN )
{
pszEffectName = "spell_skeleton_goop_green";
}
else
{
pszEffectName = GetTeamNumber() == TF_TEAM_RED ? "spell_pumpkin_mirv_goop_red" : "spell_pumpkin_mirv_goop_blue";
}
DispatchParticleEffect( pszEffectName, info.GetDamagePosition(), GetAbsAngles() );
return BaseClass::OnTakeDamage_Alive( info );
}
//-----------------------------------------------------------------------------------------------------
void CZombie::Event_Killed( const CTakeDamageInfo &info )
{
EmitSound( "Halloween.skeleton_break" );
if ( TFGameRules() && TFGameRules()->IsHalloweenScenario( CTFGameRules::HALLOWEEN_SCENARIO_HIGHTOWER ) )
{
CTFPlayer *pPlayerAttacker = NULL;
if ( info.GetAttacker() && info.GetAttacker()->IsPlayer() )
{
pPlayerAttacker = ToTFPlayer( info.GetAttacker() );
if ( pPlayerAttacker )
{
pPlayerAttacker->AwardAchievement( ACHIEVEMENT_TF_HALLOWEEN_HELLTOWER_SKELETON_GRIND );
IGameEvent *pEvent = gameeventmanager->CreateEvent( "halloween_skeleton_killed" );
if ( pEvent )
{
pEvent->SetInt( "player", pPlayerAttacker->GetUserID() );
gameeventmanager->FireEvent( pEvent, true );
}
}
}
}
BaseClass::Event_Killed( info );
}
//-----------------------------------------------------------------------------------------------------
void CZombie::UpdateOnRemove()
{
CPVSFilter filter( GetAbsOrigin() );
UserMessageBegin( filter, "BreakModel" );
WRITE_SHORT( GetModelIndex() );
WRITE_VEC3COORD( GetAbsOrigin() );
WRITE_ANGLES( GetAbsAngles() );
WRITE_SHORT( m_nSkin );
MessageEnd();
UTIL_Remove( m_hHat );
BaseClass::UpdateOnRemove();
}
//---------------------------------------------------------------------------------------------
/*static*/ CZombie* CZombie::SpawnAtPos( const Vector& vSpawnPos, float flLifeTime /*= 0.f*/, int nTeam /*= TF_TEAM_HALLOWEEN*/, CBaseEntity *pOwner /*= NULL*/, SkeletonType_t nSkeletonType /*= SKELETON_NORMAL*/ )
{
CZombie *pZombie = (CZombie *)CreateEntityByName( "tf_zombie" );
if ( pZombie )
{
pZombie->ChangeTeam( nTeam );
DispatchSpawn( pZombie );
pZombie->SetAbsOrigin( vSpawnPos );
pZombie->SetOwnerEntity( pOwner );
if ( flLifeTime > 0.f )
{
pZombie->StartLifeTimer( flLifeTime );
}
pZombie->SetSkeletonType( nSkeletonType );
}
return pZombie;
}
bool CZombie::ShouldSuicide() const
{
// out of life time
if ( m_lifeTimer.HasStarted() && m_lifeTimer.IsElapsed() )
return true;
// owner changed team
if ( GetOwnerEntity() && GetOwnerEntity()->GetTeamNumber() != GetTeamNumber() )
return true;
return m_bForceSuicide;
}
//-----------------------------------------------------------------------------------------------------
void CZombie::SetSkeletonType( SkeletonType_t nType )
{
m_nType = nType;
// Skeleton King?
if ( nType == SKELETON_KING )
{
SetModel( SKELETON_KING_MODEL );
SetModelScale( 2.f );
const int health = 1000;
SetHealth( health );
SetMaxHealth( health );
m_flAttackRange = 100.f;
m_flAttackDamage = 100.f;
AddHat( SKELETON_KING_CROWN_MODEL );
}
else if ( nType == SKELETON_MINI )
{
SetModel( SKELETON_MODEL );
SetModelScale( 0.5f );
m_flHeadScale = 3.f;
if( TFGameRules()->GetHalloweenScenario() == CTFGameRules::HALLOWEEN_SCENARIO_DOOMSDAY )
{
int iModelIndex = RandomInt( 0, ARRAYSIZE( s_skeletonHatModels ) - 1 );
#ifdef STAGING_ONLY
iModelIndex = tf_halloween_skeleton_test_hat.GetInt() > 0 ? tf_halloween_skeleton_test_hat.GetInt() : iModelIndex;
#endif // STAGING_ONLY
const char *pszHat = s_skeletonHatModels[ iModelIndex ];
AddHat( pszHat );
}
m_flAttackRange = 40.f;
m_flAttackDamage = 20.f;
}
}
//-----------------------------------------------------------------------------------------------------
void CZombie::AddHat( const char *pszModel )
{
if ( !m_hHat )
{
int iHead = LookupBone( "bip_head" );
Assert( iHead != -1 );
if ( iHead != -1 )
{
m_hHat = (CBaseAnimating *)CreateEntityByName( "prop_dynamic" );
if ( m_hHat )
{
m_hHat->SetModel( pszModel );
Vector pos;
QAngle angles;
GetBonePosition( iHead, pos, angles );
m_hHat->SetAbsOrigin( pos );
m_hHat->SetAbsAngles( angles );
m_hHat->FollowEntity( this, true );
}
}
}
}
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
class CZombieBehavior : public Action< CZombie >
{
public:
virtual Action< CZombie > *InitialContainedAction( CZombie *me )
{
return new CZombieSpawn;
}
virtual ActionResult< CZombie > OnStart( CZombie *me, Action< CZombie > *priorAction )
{
return Continue();
}
virtual ActionResult< CZombie > Update( CZombie *me, float interval )
{
if ( !me->IsAlive() || me->ShouldSuicide() )
{
UTIL_Remove( me );
return Done();
}
if ( ShouldLaugh( me ) )
{
Laugh( me );
}
return Continue();
}
virtual EventDesiredResult< CZombie > OnKilled( CZombie *me, const CTakeDamageInfo &info )
{
// bonemerged models don't ragdoll
//UTIL_Remove( me->m_zombieParts );
if ( info.GetAttacker() && dynamic_cast< CBaseCombatCharacter* >( info.GetAttacker() ) )
{
if ( me->GetSkeletonType() == CZombie::SKELETON_NORMAL )
{
// normal skeleton spawns 3 mini skeletons
CBaseCombatCharacter* pOwner = dynamic_cast< CBaseCombatCharacter* >( me->GetOwnerEntity() );
pOwner = pOwner ? pOwner : me;
for ( int i=0; i<3; ++i )
{
CreateSpellSpawnZombie( pOwner, me->GetAbsOrigin(), 2 );
}
}
else if ( me->GetSkeletonType() == CZombie::SKELETON_KING )
{
// skeleton king drops rare spell
TFGameRules()->DropSpellPickup( me->GetAbsOrigin(), 1 );
}
}
UTIL_Remove( me );
return TryDone();
}
virtual const char *GetName( void ) const { return "ZombieBehavior"; } // return name of this action
private:
bool ShouldLaugh( CZombie *me )
{
if ( !m_laughTimer.HasStarted() )
{
switch ( me->GetSkeletonType() )
{
case CZombie::SKELETON_KING:
{
m_laughTimer.Start( RandomFloat( 6.f, 7.f ) );
break;
}
case CZombie::SKELETON_MINI:
{
m_laughTimer.Start( RandomFloat( 2.f, 3.f ) );
break;
}
default:
{
m_laughTimer.Start( RandomFloat( 4.f, 5.f ) );
}
}
return false;
}
if ( m_laughTimer.HasStarted() && m_laughTimer.IsElapsed() )
{
m_laughTimer.Invalidate();
return true;
}
return false;
}
void Laugh( CZombie *me )
{
const char *pszSoundName;
switch ( me->GetSkeletonType() )
{
case CZombie::SKELETON_KING:
{
pszSoundName = "Halloween.skeleton_laugh_giant";
break;
}
case CZombie::SKELETON_MINI:
{
pszSoundName = "Halloween.skeleton_laugh_small";
break;
}
default:
{
pszSoundName = "Halloween.skeleton_laugh_medium";
}
}
me->EmitSound( pszSoundName );
}
CountdownTimer m_laughTimer;
};
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
CZombieIntention::CZombieIntention( CZombie *me ) : IIntention( me )
{
m_behavior = new Behavior< CZombie >( new CZombieBehavior );
}
CZombieIntention::~CZombieIntention()
{
delete m_behavior;
}
void CZombieIntention::Reset( void )
{
delete m_behavior;
m_behavior = new Behavior< CZombie >( new CZombieBehavior );
}
void CZombieIntention::Update( void )
{
m_behavior->Update( static_cast< CZombie * >( GetBot() ), GetUpdateInterval() );
}
// is this a place we can be?
QueryResultType CZombieIntention::IsPositionAllowed( const INextBot *meBot, const Vector &pos ) const
{
return ANSWER_YES;
}
//---------------------------------------------------------------------------------------------
//---------------------------------------------------------------------------------------------
float CZombieLocomotion::GetRunSpeed( void ) const
{
return 300.f;
}
//---------------------------------------------------------------------------------------------
// if delta Z is greater than this, we have to jump to get up
float CZombieLocomotion::GetStepHeight( void ) const
{
return 18.0f;
}
//---------------------------------------------------------------------------------------------
// return maximum height of a jump
float CZombieLocomotion::GetMaxJumpHeight( void ) const
{
return 18.0f;
}
//---------------------------------------------------------------------------------------------
// Return max rate of yaw rotation
float CZombieLocomotion::GetMaxYawRate( void ) const
{
return 200.0f;
}
//---------------------------------------------------------------------------------------------
bool CZombieLocomotion::ShouldCollideWith( const CBaseEntity *object ) const
{
return false;
}